Holy shit that might have been the most epic meet up in Mapcore history. I won't even try to list all the awesome motherfuckers there because I might forget somebody
Posts by FMPONE
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Great map

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Quote from holiestcows
Look at this little scrub trying to teach someone how to map http://www.twitch.tv/fmpone

Watched for a while, I learned how to make a room. I am so happy, thank you FMPONE
On a real note, good idea making a video tutorial series, keep them up, get more people into level design.
You made a room? De_room hypee
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I did some tutorial stuff here, if you're someone who follows my work but doesn't know how to use the editor yet.
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Yeah... they both work at the Jerk Store

[Blocked Image: http://www.myteespot.com/images/Images_d/DSCF8157.jpg]
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I like all the areas, they look cool and very sci-fi. I guess it's hard for me to criticize because on the one hand I like everything you made, but on the other they are a bit generic and the lighting is a bit similar to the other NS2 maps. So it's mixed for me. I guess some custom props and different lighting would solve all of my complaints. The average players would probably really appreciate everything either way though, they would probably be happy regardless
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Marketing your map is kind of optional I guess, because like Adam108CZ says, some maps weren't promoted much. If you really do a great job it's not needed since Valve will see it anyway, but I recommend it nonetheless, it can help differentiate your map from the rest
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Hyped to watch Episode 3 tonight as well

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Fix Nuke and its not Nuke anymore :kappa:
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We were told 150. That's all I know.
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Is it just me, or we haven't heard much about L4D3 lately?
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HYPE TRAIN ... GET IN
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I put together that album of feedback for you, as promised. I hope you can get into an Operation with this but it will take some polish
http://imgur.com/JaStsw7,6qqxYN…CgX1o,BIa7vNT#0
also this (just an idea for Detroit theme)
[Blocked Image: http://i.imgur.com/XFjRQtV.jpg]
[Blocked Image: http://i.imgur.com/mGzfLiS.jpg]
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Quote from Vaya
I've posted the Santorini greybox to the workshop (http://steamcommunity.com/sharedfiles/fi…s/?id=396996750), if people would like to run around it in a convenient way. Then you can give feedback in this new Steam group
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Is it possible to run around the newest version? Or when is the next playtest?
This was really fun, I want to see the improvements first hand
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I'll explain some of my thoughts on this tomorrow. I don't think you need to do anything radically different, but I do think you need to settle into some different thought processes about your level. For instance, you sort of dismiss the importance of the theme by saying like you could throw in some Russian trainstation stuff. As a player, those thematic decisions are what really interest me in a map.
Look at Marquis, Workout, Chinatown, etc etc etc. Because the maps pick an idea which is function of the level + geographic association, players automatically know certain things about the level and have certain ideas about what they expect to see. If you show them these things, it's exciting and interesting. So I think if you sort of just say "oh it's a Russian trainstation", you miss the point. Think about a bit more deeply. You have a general look for the map which is pleasant but have you examined interesting ways to enhance this with a real world location or functional idea? Russian trainstation starts to look a bit lazy then (not trying to beat you down with this), especially when the game already has one.
I would say what about somewhere in France based on the mood of your map, it reminds me of film noir stuff. Anyway, I'd like to run around with some screenshots and tell you what I think, I've seen you put a lot of work into this map over the months and I think it can improve if you think about things in a way that the other maps have, it'd be no problem. But it might require that deeper thought about things, and an organized approach
Your textures for instance are nice, but they don't remind me of any specific geographic place. Even if the textures were going to be noisy or whatever, at least they could have that going for them. Anyway like I say, more soon. and btw, even if you don't decide to make changes to Rails, it might help with future projects. I know going back to old work can be tricky, sometimes it's better to learn a lesson than to sit around with old work before you learned the lessons in the first place
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Quote from Vaya
Do you think the new DE_train suffers from the same issue? It has the same sort of 'patchwork warehouses' theme with lots of different colours used.
A lot of the textures used are almost pastels (with little noise or detailing) which I think helps it blend.
Not really. New train has a pretty effective theme. I agree it's a bit patchwork, but thats intentional. I think the amount of grit and minute noise on the textures in Rails is a big issue, and also the lack of distinct shapes in the diffuse textures. As I say the geometry is nice so it's worth trying to massage the textures a bit and establish a consistent theme that ties the map together. Also I don't really remember seeing any normal maps on the Rails textures. Stuff like that goes a long way and can have the effect of seeming to reduce noise
Deh0, maybe you can post 2d flats here and we can help critique?
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One critique I have of this level is that it uses a tremendous amount of colors. I understand that they're all sort of underneath the same general "tone", but if you want to do that many colors I think they will still clash and conflict with one another. I'd really recommend restricting texture colors to 2-3 colors at most in any given area. I think this way you'll get a generally complimentary color scheme.
For instance, yellow sort of cautions trips, red bricks, and white snow. Etc. That's my big issue with this map running around it, you did a good job with the buildings and the geometry but the texturing is extremely noisy and there is no consistent theme to grab onto. If you can dramatically reduce the amount of noise on your textures and improve the lighting such that there is better readability, I think you'd get to a stronger visual.
Where is the level located?
What is going on?
What story is there for players to interact with?
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That overview is absolutely gorgeous.
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Sorry bros but I liked the layout lol